RPG Platformer Kit

A kit that allows you to make action platformer games, from Megaman to Castlevania. It's uploaded on StencylForge.

New stuff for this new update:-Attack Behaviors Lists and Controlable behaviors are not required anymore. You can add them to use their features, but it's not required anymore for the other behaviors to function.

-Attack Behaviors Lists now only have one list, and you can set the priority of the attacks. Example: If you have an attack with a command of right+c, and an attack with a command of c, you can set the right+c to a higher priority, so it will always be executed over the c attack.

-Attacking Actor: Attach to the damager actors along with Bullet, Area or Piercing Damage. It will make the bridge Actor > Damager > Enemy, allowing the enemy to award experience to the attacking actor, as well as using the Get Enemy Actors' retaliate option. Basically, it let's the enemy know who attacked it.This will allow more types of damage behaviors.

-Action Manager now has a Counter Attack condition for using skills.

These are the things I changed that I recall. I can't remember every single change I made (it's been some time since I worked on it). Any bugs/issues you find, let me know.

Next thing I'll work on are a way to temporarily change the value of a number attribute, so I can add more options for the Equip Weapon and Equip Armor behaviors.

This kit seems to have greatly expanded. Iv'e actually tried to use it yesterday but at this point it is cluttered with so many features and such that I havent been able to use it. Maybe some example content of how some of this stuff "works" would be really helpful.

Yes, I know what you mean. The great benefit of the new changes is that now you don't have to look for other behaviors just to walk. It's back to the definition of a behavior: attach and it works. So hopefuly now you can test behavior by behavior without problems.

I'll work on sample content for the time being. I was going for the approach of making Nova (the sample actor) attached with all the behaviors possible, so the user can have one source with all the examples. And a few enemies for sample AI. Any suggestions on more stuff to add?

The thing Id probably like to see the most is an intelligent opponent that makes good use of the action manager with skills and stuff, since that seems to be a really great component, and I really suck with it and like to see it in its full capabilities lmao.

What I added:- Land Eye candy in the jump behavior.- Set maximum amount of frames in the Health/Energy/Experience Display actors.- Customize the minimum amount of damage you can receive from any attack.

The things that I want to add, but couldn't find a solution yet:- Status Modification, Damage Modification (Weakness/Resistance), Negative Status Resistance Modification, all this via equipment. Extend this to power ups that temporarily modify attributes.